A little late to the game, but I just happened to pick this game up off the shelf a couple of weeks ago, and felt like sharing a few things.
Basically, my normal gaming group felt the game was pretty good, but the Pile Up at the end was so anti-climactic that it kind of let the game down a bit. Basically, you spend the whole game building up your vehicles with parts, only to (at the end) toss out all the parts for the end game, with the only difference between any two cars being turbo or non-turbo. It just didn't seem right really, so I set out to try some alternatives.
Obviously having all 4 vehicles rushing with all their parts would become a bit confusing and slow things down a lot, so the solution I settled on eventually was to essentially turn the pile up into an extended rush where you would rush your vehicles sequentially, as each got destroyed.
So, here's what I came up with.
So the advantages here are that you get to keep using your parts boxes, and it turns the end game into quite a tactical game, as you decide which order to rush your vehicles in, and whether to answer attacks while you can, or let your vehicle be scrapped so you can hold onto a useful card to trigger another vehicles part. So far we've only played it once, but it certainly made the end game seem far more exciting - and destructive - than the normal pileup.When the pileup is triggered, all vehicles with at least 3 parts on them are flipped to their turbo side. All players then discard down to 3 cards - they can discard more than this if desired, and draw until they have a hand of 3 cards.
At this point, each player chooses one vehicle to rush - the player then draws/discards the number of cards shown in pile up box of the vehicles card (1 card for non-turbo vehicles, for example).
The rush then starts from the person who started the pile-up, as normal. All rush boxes on part cards are able to be triggered on the rushed vehicle.
When a player cannot or will not block an attack, the vehicle in front of him is destroyed, with all parts - throw it on the scrap heap. Play then passes to the next player, who must defend against the attack instead, while the first player chooses another vehicle to rush if one is available (drawing/discarding per the pileup box).
Play continues in this way, until only one player has any vehicles remaining - they are the winner of the pileup, and the king of the heap.
It does tend to make the pile up a fair bit longer though, as a player can go through a lot more cards (11 is the minimum for a player with all turbo vehicles, and probably up to 3-4 more from parts with some luck), but I feel this helps make it feel like a bigger climax for the game.
Anyway, that's just my little bit, if you have the game give it a go